muss/mps-player/src/player_wrapper.rs

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use std::sync::mpsc::{Sender, Receiver};
use std::{thread, thread::JoinHandle};
use mps_interpreter::tokens::MpsTokenReader;
use super::MpsPlayer;
use super::PlaybackError;
pub struct MpsPlayerServer<T: MpsTokenReader> {
player: MpsPlayer<T>,
control: Receiver<ControlAction>,
event: Sender<PlayerAction>,
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keep_alive: bool,
}
impl<T: MpsTokenReader> MpsPlayerServer<T> {
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pub fn new(player: MpsPlayer<T>, ctrl: Receiver<ControlAction>, event: Sender<PlayerAction>, keep_alive: bool) -> Self {
Self {
player: player,
control: ctrl,
event: event,
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keep_alive: keep_alive,
}
}
fn run_loop(&mut self) {
// this can panic since it's not on the main thread
// initial queue full
if let Err(e) = self.player.enqueue(1) {
self.event.send(PlayerAction::Exception(e)).unwrap();
}
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let mut is_empty = self.player.queue_len() == 0;
loop {
let command = self.control.recv().unwrap();
let mut is_exiting = false;
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let mut check_empty = false;
// process command
match command {
ControlAction::Next{..} => {
//println!("Executing next command (queue_len: {})", self.player.queue_len());
if let Err(e) = self.player.new_sink() {
self.event.send(PlayerAction::Exception(e)).unwrap();
}
if !self.player.is_paused() {
self.player.enqueue(1).unwrap();
}
},
ControlAction::Previous{..} => {}, // TODO
ControlAction::Play{..} => self.player.resume(),
ControlAction::Pause{..} => self.player.pause(),
ControlAction::PlayPause{..} => {
if self.player.is_paused() {
self.player.resume();
} else {
self.player.pause();
}
},
ControlAction::Stop{..} => self.player.stop(),
ControlAction::Exit{..} => {
self.player.stop();
is_exiting = true;
},
ControlAction::Enqueue{amount,..} => {
if let Err(e) = self.player.enqueue(amount) {
self.event.send(PlayerAction::Exception(e)).unwrap();
}
},
ControlAction::NoOp{..} => {}, // empty by design
ControlAction::SetVolume{volume,..} => {
self.player.set_volume((volume as f32) / (u32::MAX as f32));
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},
ControlAction::CheckEmpty{..} => {
check_empty = true;
}
}
// keep queue full (while playing music)
if self.player.queue_len() == 0 && !self.player.is_paused() && !is_exiting {
if let Err(e) = self.player.enqueue(1) {
self.event.send(PlayerAction::Exception(e)).unwrap();
}
if self.player.queue_len() == 0 { // no more music to add
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is_exiting = !self.keep_alive || is_exiting;
}
}
if command.needs_ack() {
self.event.send(PlayerAction::Acknowledge(command)).unwrap();
}
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// always check for empty state change
if self.player.queue_len() == 0 && !is_empty { // just became empty
is_empty = true;
self.event.send(PlayerAction::Empty).unwrap();
} else if self.player.queue_len() != 0 && is_empty { // just got filled
is_empty = false;
}
if is_empty && check_empty {
self.event.send(PlayerAction::Empty).unwrap();
}
if is_exiting { break; }
}
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println!("Exiting playback server");
self.event.send(PlayerAction::End).unwrap();
}
pub fn spawn<F: FnOnce() -> MpsPlayer<T> + Send + 'static>(
factory: F,
ctrl_tx: Sender<ControlAction>,
ctrl_rx: Receiver<ControlAction>,
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event: Sender<PlayerAction>,
keep_alive: bool
) -> JoinHandle<()> {
thread::spawn(move || Self::unblocking_timer_loop(ctrl_tx, 50));
thread::spawn(move || {
let player = factory();
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let mut server_obj = Self::new(player, ctrl_rx, event, keep_alive);
server_obj.run_loop();
})
}
pub fn unblocking_timer_loop(ctrl_tx: Sender<ControlAction>, sleep_ms: u64) {
let dur = std::time::Duration::from_millis(sleep_ms);
loop {
if let Err(_) = ctrl_tx.send(ControlAction::NoOp{ack: false}) {
break;
}
thread::sleep(dur);
}
}
}
/// Action the controller wants the player to perform
#[allow(dead_code)]
#[derive(Clone, PartialEq, Eq, Debug)]
pub enum ControlAction {
Next{ack: bool},
Previous{ack: bool},
Play{ack: bool},
Pause{ack: bool},
PlayPause{ack: bool},
Stop{ack: bool},
Exit{ack: bool},
Enqueue {amount: usize, ack: bool},
NoOp{ack: bool},
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SetVolume{ack: bool, volume: u32},
CheckEmpty{ack: bool},
}
impl ControlAction {
fn needs_ack(&self) -> bool {
*match self {
Self::Next{ack} => ack,
Self::Previous{ack} => ack,
Self::Play{ack} => ack,
Self::Pause{ack} => ack,
Self::PlayPause{ack} => ack,
Self::Stop{ack} => ack,
Self::Exit{ack} => ack,
Self::Enqueue{ack,..} => ack,
Self::NoOp{ack,..} => ack,
Self::SetVolume{ack,..} => ack,
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Self::CheckEmpty{ack} => ack,
}
}
}
/// Action the player has performed/encountered
#[derive(Clone, Debug)]
pub enum PlayerAction {
Acknowledge(ControlAction),
Exception(PlaybackError),
End,
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Empty,
}
impl PlayerAction {
pub fn is_acknowledgement(&self) -> bool {
match self {
Self::Acknowledge(_) => true,
_ => false
}
}
}